Mechanics

All hits and misses are decided via /random roll.

Before the match begins the opponents will /random, and the highest roller will write the first post. 

In combat phases, the post is written before any rolls are made. Once the post is written and sent the attacker rolls a /random and then the defender rolls a /random. If the attacker rolls higher, the hit is considered to have landed. If the defensive roll is equal to or higher, then the attack has been successfully nullified or dodged. 

Blows

The type of blow delivered is dependent on the attack roll and not the defense roll. This is to keep things simple and easy to interpret.

  • A successful attack roll of 600+ is considered a medium blow.
  • A successful attack roll of 800+ is considered a large blow.

*When a character takes a medium or large blow it is mainly flavor text/points assignment. There will be no effect on future rolls, and they are not forced to take a large amount of damage IC. 

Power Up

Once per fight combatants are allowed to use a Power Up! This is OOCly declared prior to rolling and may be used offensively or defensively. A Power Up grants a one time +100 to your roll. This can cause medium or large blows when used in an attack if the roll + power up push the total into the appropriate bracket.

**Please Note: Power Up rolls max out at 999 and will not go over.

In this screenshot, a power attack was the difference between a success and a failure. The power attack made her roll into a 101, which beat the 53.

Impasse Break

When four turns have passed without a blow being struck, the Judge will step in, making an announcement and tossing a token into the ring. The combatant who catches it will be awarded 1 small blow to their score.

In party chat, the judge will call for a hold on posts. They will post into the match about tossing their token. Both fighters will then /random. Whichever fighter rolls highest will be awarded the point, and posts will continue where they left off, with in character acknowledgement of the token phase results rolled into the next round of posts.

Time Limits

Each event will have a hard time limit on every fight with a slightly longer time allocated for the title match. The time limit for each fight will be 25 minutes.

Once a fight hits the time limit, the fight will go into Sudden Death rounds.

Sudden Death

When the fight’s timer hits 0, all attack posts will gain a +200 bonus beginning after the post that was in progress when the timer ran out. Each fighter will have a round with this bonus and then the bonus will grow:

+200
+400
+600
+800….

Until a win condition is met.

Stand and Fight

The victor of the match will remain on the stage to face the next person on the list. They will remain on stage and fight every challenger until they are defeated. Victors may elect to leave the stage and end their streak at their current count, and may do so for any reason. 

Try Again

A defeated combatant may return to the stage if time remains in the event and everyone who signed up has had a chance to fight. The judges will announce if and when defeated fighters may try again and will take volunteers in the order they speak up.

Any additional victories scored when a combatant tries again will be added to any victories they have already accumulated that night.

Win Conditions*

Each Judge will notate the scores their own way.  Katyusha will use the 0/0/0 system.  This notation reads as: Small Blows/Medium Blows/LargeBlows

To win: Score 4 total of any kinds of blows against your opponent:

4/0/0
3/1/0
3/0/1
etc…

Or

Score 3 medium blows against your opponent

0/3/0

Or

Score 1 medium blow and 1 large blow against your opponent 

0/1/1
0/0/2

*if time does not allow for this, win conditions may be lowered to expedite matches. Such changes will be announced at the time of the match.